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Fix grenade ear-ringing carrying over to next round #1383
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I wasn't able to reproduce the problem, tested with edit: The server-sided ear-ringing SFX clear was not sent as a reliable message, so this might explain why it's so hard to reproduce. More info in the 37c28b1 commit message. |
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I'm surprised dsp_off isn't cheat protected |
Reset the ear-ringing sound effect caused by standing near grenade/det explosions at spawn/respawn at client side. The server already does this by default via `CBasePlayer::Spawn`, but we want to ensure that reset arrives on time (and reliably; the default recipient filter is not marked reliable) for the remote client. This is done to address NeotokyoRebuild#1376 The reason this bug seems difficult to reproduce may be related to the fact the server-sided recipient filter wasn't marked reliable, so you might need a dropped packet for it to occur, but this is just speculation on my part. For alternatives considered, see the orphaned commits from before the rebase, and the dicussion at NeotokyoRebuild#1383: * 0d4ef5f * 3f3f32f * 564a57c
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Reset the ear-ringing sound effect caused by standing near grenade/det explosions at spawn/respawn at client side. The server already does this by default via `CBasePlayer::Spawn`, but we want to ensure that reset arrives on time (and reliably; the default recipient filter is not marked reliable) for the remote client. This is done to address NeotokyoRebuild#1376 The reason this bug seems difficult to reproduce may be related to the fact the server-sided recipient filter wasn't marked reliable, so you might need a dropped packet for it to occur, but this is just speculation on my part. For alternatives considered, see the orphaned commits from before the rebase, and the dicussion at NeotokyoRebuild#1383: * 0d4ef5f * 3f3f32f * 564a57c
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We already reset the ear-ringing explosion SFX for clients locally at spawn in `C_NEO_Player` first spawn tick, but we should also send the server sided message reliably for the benefit of in-eye spectators (since they would not be the local player and hence not receive the client-sided clear).
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Also snuck in 66caecb for playing the ear-ringing SFX for in-eye observers. |

Description
Fix a case where the ear-ringing effect from a nearby grenade explosion could carry over to the next round with really unfortunate timing, where the nade goes off just as the round is about to end.
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